CRI ADX(Unreal Engine) v1
Beginner's lesson 10: How to hear realistic 3D sounds in third-person games
Sounds can be heard from behind a wall
In the previous tutorial, "Beginner 09 Sounds Heared From Behind Walls," we implemented an occlusion effect where sounds could be heard from behind a wall.
However, it sounded a bit unnatural if you wanted to hear the sound coming from the character's position.
How to make it more realistic?
When there is a wall between the character and the sound source, the sound should sound muffled, and when there is nothing, it should sound clear, which will feel more natural.
Implementation
We will reuse the walls and sound sources that we placed on the level in the previous tutorial, “Beginner 09 Sounds coming from behind walls.”
With your character selected, press the "Add Component" button in the details window.

That's it!
Listening to the result
Start the game.
You should hear muffled sounds when there is a wall between your character and the sound source.
Move around and make sure the sound is clear when there is no obstruction between your character and the sound source.
This is the natural behavior that is expected.
If you listen carefully, you'll notice that the direction from which the sound is coming corresponds to the direction of the camera, not the direction of the character's face.
In third-person games, many players feel that it is natural for the sound to be heard in this way: "Whether or not a sound is blocked by a wall is determined based on the relative positions of the character and the sound source, but the direction from which the sound is heard is based on the direction of the camera."
If you want the direction from which the sound is heard to be based on the character's direction, please see the following section of the manual. (It also describes how to fine-tune the distance from the sound source and the direction from which the sound is heard.)